import QtQuick
import QtQuick3D
import QtQuick3D.Physics
Node{
    id:frame

    property vector3d extend:Qt.vector3d(32, 6, 32)

    StaticRigidBody{
        id:wall1
        position.z:-50
        position.y:extend.y /2 * 100
        position.x:extend.x /2 * 100
        collisionShapes: BoxShape{
            extents: Qt.vector3d(extend.x * 100,extend.y * 100,100)
        }
    }

    StaticRigidBody{
        id:wall2
        position.z:50 + extend.z * 100
        position.y:extend.y /2 * 100
        position.x:extend.x /2 * 100
        collisionShapes: BoxShape{
            extents: Qt.vector3d(extend.x * 100,extend.y * 100,100)
        }
    }


    StaticRigidBody{
        id:wall3
        position.x:-50
        position.y:extend.y /2 * 100
        position.z:extend.z /2 * 100
        collisionShapes: BoxShape{
            extents: Qt.vector3d(100,extend.y * 100,extend.z * 100)
        }
    }

    StaticRigidBody{
        id:wall4
        position.x:50 + extend.x * 100
        position.y:extend.y /2 * 100
        position.z:extend.z /2 * 100
        collisionShapes: BoxShape{
            extents: Qt.vector3d(100,extend.y * 100,extend.z * 100)
        }
    }

    StaticRigidBody{
        id:top
        position.y:50 + extend.y * 100
        position.z:extend.z /2 * 100
        position.x:extend.x /2 * 100
        collisionShapes: BoxShape{
            extents: Qt.vector3d(extend.x * 100,100,extend.z * 100)
        }
    }

    StaticRigidBody{
        id:ground
        position.y:-50
        position.z:extend.z /2 * 100
        position.x:extend.x /2 * 100
        collisionShapes: BoxShape{
            extents: Qt.vector3d(extend.x * 100,100,extend.z * 100)
        }
    }

}
